The concluding chapter of the original Mass Effect trilogy, players regain control of Commander Shepard six months after the events of Mass Effect 2, as they try to rally the civilizations of the galaxy to stop the invasion of a hyper-advanced machine race (the Reapers) and end their ancient cycle of destruction.

The game includes more refined combat (including new cover, movement, and melee mechanics) and new RPG elements (including advanced weapon modification items and branching of character powers), as well as an online co-operative multiplayer mode (where four players battle through wave-based missions to level up persistent classes, buy new Reinforcement Packs, and assist in the results of the single-player campaign) and optional playstyles (Action, which uses pre-selected dialogue options, and Story, which makes the combat very easy). The Xbox 360 version also includes support for the Kinect, in which players can use the peripheral's built-in microphone to both give tactical orders to Shepard's squad and choose dialogue options by paraphrasing them.

Players can import completed game files from Mass Effect 2 (provided that Shepard survived the suicide mission), carrying with them Shepard's appearance, experience level, and many decisions made in that game (both major and minor, including decisions made in the original Mass Effect if the character was previously imported from that game to Mass Effect 2). Also like the previous game, players can purchase a Dark Horse interactive comic (titled Mass Effect: Genesis 2.0) which details the complete backstory while allowing players to make key plot decisions from both previous games (which is then applied to the player's created character).

The game was later ported to the Wii U (on November 18, 2012 as a launch title) by Straight Right. Titled Mass Effect 3: Special Edition, this version features optional use of the Wii U's GamePad, as the touch screen can show both a minimap and customizable hotkeys for abilities. The GamePad can also be used for Off-TV Play. It also includes some of the game's DLC for free, including the Mass Effect: Genesis 2.0 comic (as there is no way to play the two original games for the Wii U).

Gameplay

Armor (Shepard)

Shepard's armor is fully-customizable.

Each customizable armor sets and headpieces can be customized (only in bulk) from the Armor Customization screen by color (including both overtone and undertone), material (the shininess of the armor), color pattern (including an additional color), and light color. With the exception of full-body armor sets, Shepard's armor choice can add up to a total of 40% (without any head piece equipped) or 50% in bonuses to designated attributes.

Head Pieces

Shepard can choose whether or not to wear a helmet, visor, or other headpiece in his missions for a small bonus to a specific attribute. Some missions, however, require Shepard to wear a full-head helmet (to protect him from the vacuum of space or from toxic areas), often defaulting to the N7 Breather Helmet. Optionally, in the Options menu, players can toggle Shepard's headpiece so it does not show up during dialogue. Some pieces can be found throughout missions, but all can be found within Citadel stores.

Full-Body Armor Sets

Special non-customizable (in terms of both armor components and color) full-body armor that can be purchased in the Citadel for 50,000 Credits or the Normandy Procurement terminal (once the Citadel shops have been unlocked) for 55,000 Credits. All armor sets also replace the Head part and adds a total of +50-60% bonuses to specific attributes.

Inferno - Special red Cerberus armor with a dedicated VI to manage biotic amp and omni-tool power. Purchasable from Kassa Fabrication in the Citadel Presidium Commons. Adds +30% to power recharge speed and +30% to power damage.

Reckoner Knight - Blue knight armor for Earth's Urban Combat Championship and cross-promotion for Kingdoms of Amalur: Reckoning. Unlocked by linking to an Origin account that played the Kingdoms of Amalur: Reckoning demo. Adds +20% to melee damage, +10% to weapon damage, +10% to health, and +10% to shield capacity.

Cerberus Ajax Armor - An armor set that is unlocked by purchasing the Alternate Appearances 1 DLC. Adds +25% to ammo capacity, +25% to shield capacity, +10% to weapon damage, +10% to power damage, and +10% to shield regeneration speed.

Cerberus Nightmare Armor - An armor set that is unlocked by purchasing the Citadel DLC and achieving at least 10,000 points in the Armax Arsenal Arena. Adds +20% to ammo capacity, +20% to headshot damage, +20% to weapon damage, +10% to shield regeneration speed, and +10% to shield capacity.

Cerberus Shade Armor - An armor set that is unlocked by purchasing the Citadel DLC and achieving at least 10,000 points in the Armax Arsenal Arena. Adds +20% to shield capacity, +20% to shield regeneration speed, +10% to melee damage, +10% to ammo capacity, +10% to weapon damage, and +10% to power damage.

Cerberus Spirit Armor - An armor set that is unlocked by purchasing the Citadel DLC and achieving at least 10,000 points in the Armax Arsenal Arena. Adds +30% to power recharge speed, +30% to power damage, +10% to shield regeneration speed, and +10% to shield capacity.

Classes (Shepard)

New players to the game can choose from six different classes for Commander Shepard, each focusing on a different set of abilities for use in combat situations. These abilities are split into three categories:

Combat - Focused on weapon efficiency and physical fitness. Combat users primarily have the ability to use different ammo types for their weapons.

Biotic - Focused on special abilities using the character's bio-amp implants. Biotic users primarily have the ability to manipulate dark energy fields, which can cause direct damage and disarray to enemies.

Tech - Focused on special abilities using the character's omni-tool. Tech users primarily have the ability to throw elemental attacks at enemies.

Unlike the previous games in the franchise, class proficiencies do not restrict Shepard to any kind of weapon or armor. However, different classes have different weight capacity bonuses (high-Combat classes can carry heavier weapons with less burden on the cooldown timers of their active powers).

Soldier

Pure combat specialists who, through intense weapons training, can focus directly on their targets for lethal accuracy. They can also use various ammo types to cut through different defenses and can throw devastating frag grenades.

Infiltrator

Tech-savvy combat specialists with a stealthy mix of combat and technical expertise, including their exclusive ability to cloak themselves from both sight and radar detection. They can also throw sticky grenades while cloaked and are masterful snipers (as time slows down for a brief moment while looking through a scope of a Sniper Rifle).

Passive Talent (Assault Mastery) - Grants Shepard bonuses for reputation, weapon damage, power damage, and weight capacity, as well as optional bonuses for power force, squadmate power damage, squadmate weapon damage, and damage with Shotguns.

Active Powers (Combat, Ammo Type):

Incendiary Ammo

Cryo Ammo (Unlocked at Level 3)

Active Powers (Biotic):

Biotic Charge

Shockwave (Unlocked at Level 3)

Pull (Unlocked at Level 6)

Nova (Unlocked at Level 6)

Sentinel

Specialists in both biotic and tech abilities who controls the battlefield for their squads. They have access to both Tech Armor, which gives them extra damage protection (which they can detonate to damage nearby enemies), and Lift Grenades, which makes groups of enemies float helplessly in the air.

Passive Talent (Offensive Mastery) - Grants Shepard bonuses for reputation, weapon damage, power damage, and weight capacity, as well as optional bonuses for power force, power duration, squadmate power damage, squadmate power force, and squadmate weapon damage. Optionally, you can give Shepard a 15% chance that one of every two power uses cause no cooldown.

Active Powers (Biotic):

Throw

Warp (Unlocked at Level 3)

Lift Grenade (Unlocked at Level 6)

Active Powers (Tech):

Tech Armor

Overload (Unlocked at Level 3)

Cryo Blast (Unlocked at Level 6)

Adept

Pure biotic specialists who are best at defeating enemies without firing a single shot. Along with biotic powers that throw people off their feet (Throw and Pull), Adepts can launch a mass effect field known as Singularity, which leaves enemies briefly helpless in orbit. They also have access to biotic grenade clusters, which split up into three (or five, depending on the mastery) grenades capable of sending enemies flying.

Passive Talent (Biotic Mastery) - Grants Shepard bonuses for power recharge speed, power duration, weapon damage, weight capacity, and power damage, as well as optional bonuses for reputation, squadmate power force, squadmate power damage, and power recharge speed quickly after detonating biotic combos.

Active Powers (Biotic):

Warp

Singularity

Throw (Unlocked at Level 3)

Pull (Unlocked at Level 3)

Shockwave (Unlocked at Level 6)

Cluster Grenade (Unlocked at Level 6)

Engineer

Pure technical specialists who are most effective at disabling or incapacitating enemy units. They can deploy both large, moving Combat Drones and small, stationery Sentry Turrets, both of which distract the enemy while harassing them with an array of attacks.

Passive Talent (Tech Mastery) - Grants Shepard bonuses for reputation, power damage, and weight capacity, as well as optional bonuses for power duration, squadmate power force, squadmate power damage, and the shields and damage of both Combat Drones and Sentry Turrets.

Active Powers (Tech):

Incinerate

Combat Drone

Overload (Unlocked at Level 3)

Sabotage (Unlocked at Level 3)

Cryo Blast (Unlocked at Level 6)

Sentry Turret (Unlocked at Level 6)

Along with the six active powers and one passive talent, Shepard can also upgrade their Fitness talent, which grants them bonuses to health, shield, and melee damage. Optionally, with certain high-level ranks, they can be more effective for a short period of time after killing an enemy with heavy melee (including bonuses to melee damage and/or power damage).

All classes also have access to First-Aid, which is a non-upgradable active power (with limited supply that can only be restored after the mission is complete or encountering medical kits) that restores the player's health gauge while reviving fallen squadmates.

By conversing with their squadmates out of combat, players can also unlock bonus active powers (known as Bonus Powers, which consist of certain squadmates' active powers). Each squadmate carries two active powers, and Shepard can only carry one Bonus Power. (They can switch out powers, at a price, in the medical station on the Normandy).

Squad Roster

The base game includes eight AI companions that can join Shepard (two at a time) in all of his/her combat missions. Not all members can be chosen from in one save file, as some events (the mission on Virmire during the events of the original Mass Effect and the suicide mission during the events of Mass Effect 2) affects who lives and dies before the game begins. The fate of certain characters can also change mid-game.

James

James Vega

Member of the Systems Alliance Army, James Vega is an experienced human soldier, who attempted to protect civilians while stationed on a colony during an attack by Collectors. He later joins Commander Shepard after escorting them to an Alliance defense committee meeting (which began right before they were attacked by the invading Reapers). Despite his combat experience, he is uninformed with galactic politics and unfamiliar with the galaxy's seedy underbelly.

Weapons: Assault Rifles, Shotguns

Passive Talent (Arms Master) - Grants James bonuses for health, shield, and weapon damage, as well as optional bonuses for power damage, melee damage for Fortification, and squadmate health/shields.

Active Powers:

Incendiary Ammo

Frag Grenade

Carnage (unlockable as Bonus Power for Shepard)

Fortification (unlockable as Bonus Power for Shepard)

Kaidan

Kaidan Alenko

Commander of the Systems Alliance Army's 1st Special Operations Biotic Division, Major Kaidan Alenko is a human sentinel who previously served under Commander Shepard (as staff lieutenant) during the events of the first game. Although he is still cautious about Shepard's previous involvement with Cerberus, he can be persuaded to use his combat biotics in Shepard's missions. He is also a potential romance option for Shepard (either male or female).

(Kaiden is only available if he survived the mission on Virmire during the events of the original Mass Effect)

Ashley

Ashley Williams

Lieutenant Commander Ashley Williams is a veteran human soldier of the Systems Alliance Army who previously served under Commander Shepard (as gunnery chief) during the events of the first game. Although she is still cautious about Shepard's previous involvement with Cerberus, she can be persuaded to join Shepard's squad. She is also a potential romance option for Shepard (male only).

(Ashley is only available if she survived the mission on Virmire during the events of the original Mass Effect)

Weapons: Sniper Rifles, Assault Rifles

Passive Talent (Alliance Officer) - Grants Ashley bonuses for health, shield, and weapon damage, as well as optional bonuses for power damage, squadmate weapon damage, and damage with sniper rifles and assault rifles.

Active Powers:

Disruptive Ammo

Concussive Shot

Inferno Grenade (unlockable as Bonus Power for Shepard)

Marksman (unlockable as Bonus Power for Shepard)

Liara

Liara T'Soni

A young asari scientist and archeologist of Prothean ruins, Liara T'Soni previously joined Commander Shepard during the events of the first game (after being rescued by Shepard in some Prothean ruins), only to later become an information broker and later, by force, the replacement Shadow Broker. While using her mysterious Shadow Broker resources to aid Shepard out of combat, she can also use her pure biotics to aid Shepard in combat. She is also a potential romance option for Shepard (either male or female).

Weapons: Submachine Guns, Heavy Pistols

Passive Talent (Pure Biotic) - Grants Liara bonuses for health, shield, and power recharge speed, as well as optional bonuses for weapon damage, power force, power duration, recharge speed for Singularity, and squadmate power recharge speed.

Active Powers:

Singularity

Warp

Statis (unlockable as Bonus Power for Shepard)

Warp Ammo (unlockable as Bonus Power for Shepard)

Garrus

Garrus Vakarian

Formerly with Citadel Security Service's Investigation Division, Garrus Vakarian is a battle-hardened turian vigilante with a proficiency of rifles and an impatience for justice. After joining Commander Shepard's hunt for Saren Arterius, disrupted mercenary groups in Omega (with the identity "Archangel"), and surviving the suicide mission against the Collectors, Garrus became an expert in defense against the Reapers on the turian homeworld of Palaven. Now, with Palaven under seige, Garrus joins Shepard's elite squad once more. He is also a potential romance option for Shepard (female only), but only if the player imports a save file in which she previously romanced him.

(Garrus is only available if he survived the suicide mission in Mass Effect 2)

Weapons: Sniper Rifles, Assault Rifles

Passive Talent (Turian Rebel) - Grants Garrus bonuses for health, shield, weapon damage, and power damage, as well as optional bonuses for specific weapon damage and squadmate power damage.

Active Powers:

Concussive Shot

Overload

Proximity Mine (unlockable as Bonus Power for Shepard)

Armor-Piercing Ammo (unlockable as Bonus Power for Shepard)

EDI

EDI

EDI, short for Enhanced Defense Intelligence, is the artificial intelligence system of the Normandy SR-2. While created by Cerberus, EDI trusts the crew and successfully defects from Cerberus. During Commander Shepard's mission on Mars at the beginning of the game, he recovers a disabled Cerberus synthetic assassin, Eva Coré, for which EDI (during data extraction) seizes control of the body. While still being able to control the Normandy, EDI can use the body to aid Shepard in combat. While Shepard cannot romance her, she can be motivated to have a potential romance with the Normandy's pilot, Jeff "Joker" Moreau.

Weapons: Submachine Guns, Heavy Pistols

Passive Talent (Unshackled AI) - Grants EDI bonuses for health, shield, and power damage, as well as optional bonuses for weapon damage, tech power damage, power duration, shield charge delay, and squadmate tech power damage.

Active Powers:

Overload

Incinerate

Decoy (unlockable as Bonus Power for Shepard)

Defense Matrix (unlockable as Bonus Power for Shepard)

Tali

Tali'Zorah vas Neema

A quarian machinist and a member of the Migrant Fleet's Admiralty Board (if she was not previously exiled from the Fleet in Mass Effect 2), Tali'Zorah vas Neema is an expert on the geth, thanks to her experiences with Commander Shepard during both the hunt for Saren Arterius and the suicide mission against the Collectors. As Shepard tries to solve the dispute between the quarians and geth, Tali can bring her technical experience to his/her squad. She is also a potential romance option for Shepard (male only), but only if the player imports a save file in which he previously romanced her.

(Tali is only available if she survived the suicide mission in Mass Effect 2)

Weapons: Shotguns, Heavy Pistols

Passive Talent (Quarian Machinist) - Grants Tali bonuses for health, shield, and power recharge speed, as well as optional bonuses for weapon damage, tech power damage, power duration, and squadmate tech power recharge speed.

Active Powers:

Combat Drone

Sabotage

Defense Drone (unlockable as Bonus Power for Shepard)

Energy Drain (unlockable as Bonus Power for Shepard)

Javik

Javik

Javik is a prothean commander who remained in stasis since the last Reaper invasion 50,000 years prior. The last of his kind, he can be awakened by Commander Shepard on Eden Prime, in which he can join Shepard in combat.

(Javik is only available if the player has downloaded the From Ashes DLC)

Weapons: Assault Rifles, Heavy Pistols

Passive Talent (Vengeful Ancient) - Grants Javik bonuses for health, shield, and power damage, as well as optional bonuses for weapon damage, squadmate shield recharge speed, and squadmate power effectiveness.

Active Powers:

Pull

Lift Grenade

Slam (unlockable as Bonus Power for Shepard)

Dark Channel (unlockable as Bonus Power for Shepard)

Active Powers

Combat Powers

Adrenaline Rush - Temporarily increases both weapon and melee damage. In single-player, this also slows down time, allowing players to line up the perfect headshot. Special upgrades can increase the player's defense while the power is in effect or allow the player to use another active power while Adrenaline Rush is in effect.

Ballistic Blades (Multiplayer only) - Fires a salvo of blades from the user's omni-tool, inflicting massive bleed damage at close range. Special upgrades can increase the attack's spread or force the blades to explode after three seconds (removing the bleeding effect but doing quick, powerful damage).

Blade Armor (Multiplayer only) - Reinforces armor with a set of blades that increases damage resistance (in similar vein to Fortification, Barrier, Defense Matrix, and Tech Armor), increases melee damage, and damages enemies that melee the user at the cost of slower recharge speed for all powers. Special upgrades can increase the shield recharge rate while Blade Armor is active or decrease the slow recharge speed penalty.

Bloodlust (Multiplayer only)

Carnage - Fires a single powerful projectile (using no ammo from the player's weapon) that stuns and deals high damages the target. Special upgrades can incapacitate enemies (similar to Concussive Shots) or increase damage to armor.

Concussive Shot - Fires a single high-powered round (using no ammo from the player's weapon) that knocks down and damages the target. Special upgrades can double the power's effectiveness against frozen targets, make the shot weaken organics (doubling damage towards them for 10 seconds), or give the shot the properties of the current active ammo type.

Devastator Mode (Multiplayer only)

Flamer (Multiplayer only)

Fortification - Reinforces armor that increases damage resistance (in similar vein to Barrier, Blade Armor, Defense Matrix, and Tech Armor) at the cost of slower recharge speed for all powers. Activating it again disperses the armor reinforcement as a temporarily damage bonus for all melee attacks. Special upgrades can increase the damage and force of all powers while Fortification is active or improve the user's shield recharge rate while Fortification is active.

Marksman - Temporarily increases the firing rate and accuracy of all weapons. Special upgrades can also increase headshot damage.

Missile Launcher (Multiplayer only)

Shadow Strike (Multiplayer only)

Biotic Powers

Annihilation Field (Multiplayer only)

Barrier - Reinforces armor with a biotic field, increasing damage resistance (in similar vein to Blade Armor, Fortification, Defense Matrix, and Tech Armor) at the cost of slower recharge speed for all powers. Activating it again detonates the biotic field, causing nearby enemies to float helplessly in the air. Special upgrades can increase the damage and force of all powers while Barrier is active or improve the user's shield recharge rate while Barrier is active.

Biotic Charge - Charges the user into a target with quick speed and strength (knocking the enemy down and causing damage) while encased in a biotic barrier (making the user invulnerable to damage and restores the user's barrier power). Special upgrades can temporarily increase weapon damage after a Biotic Charge, temporarily increase power efficiency after a Biotic Charge, or give this power a chance that it does not require recharging.

Biotic Slash (Multiplayer only)

Biotic Sphere (Multiplayer only) - Creates a large biotic sphere at the user's feet, strengthening allies in the sphere while weakening enemies in the sphere. Special upgrades can quicken the delay for shield recharging while enemies are in the sphere or automatically apply the Warp effect to three enemies (at a time) that walk into the sphere.

Dark Channel - Hits a targeted enemy with a biotic field that damages the target over an extended period of time (transferring to a nearby second target if the first is killed while Dark Channel is in effect). Special upgrades can slow a target's movement while the power is in effect or increase the power's effectiveness to armor and barriers.

Dominate (Single-player only) - Unlocked as a Bonus Power for Shepard when completing the Leviathan DLC.

Flare (Single-player only) - Unlocked as a Bonus Power for Shepard when completing the Omega DLC.

Lash- Unlocked in Singleplayer by finishing the Omega DLC.

Nova - Causes the user's biotic barrier to explode in a close-ranged shockwave, inflicting damage while sending nearby enemies flying. Does not use up any recharge timer (at the cost of all barrier power). Special upgrades can reduce the amount of barrier power used (including one option that has a random chance of not using up ANY barrier power) or temporarily increase the recharge speed of all other powers after a Nova blast.

Phase Disruptor (Multiplayer only)

Pull - Fires a small mass effect field at the enemy, yanking the victim off the ground towards the user. Special upgrades can inflict damage on the victim, increase all damage towards the victim, launch two target-seeking projectiles instead of one, or increase the effectiveness of biotic detonations on the victim.

Reave - Surrounds a target with a biotic field that leeches off enemies, dealing damage over time while providing damage protection to the user (if the power is used against an organic enemy). Special upgrades can increase the power's damage against armor and barriers.

Shockwave - Sends a cascading shockwave in the intended direction, dealing damage while knocking enemies back. Special upgrades can increase the effectiveness of biotic detonations or temporarily suspend victims in the air.

Singularity - Creates a large mass effect sphere (similar to a black hole) that draws unprotected enemies into the field (causing them to float helpless in the air) while stopping protected enemies. Special upgrades can cause unprotected targets to take damage over time or force the field to detonate at the final second (causing damage to nearby units).

Slam - Lifts the target with a biotic field and slams the victim to the ground with high force. Special upgrades can increase the effectiveness of biotic detonations or further stun victims after a successful Slam.

Smash (Multiplayer only)

Statis - Causes an enemy to be temporarily locked in a mass effect field, stopping the victim in his/her tracks. Does not work against armored targets. Enemies break out of Statis after a short amount of time or after taking major damage. Consecutive Statis effects against the same victim cause the effect to wear off faster. Special upgrades can increase vulnerability to Statis targets, give the power a random chance to not require recharging, or to create a larger Statis "bubble" that traps enemies that move into it.

Throw - Uses a biotic blast to toss enemies away from the user (damaging victims that smack into objects). Special upgrades can increase the effectiveness of biotic detonations (including one option that immediately resets the recharge time after a successful detonation) or launch two target-seeking projectiles instead of one.

Warp - Spawns a mass effect field on a target that damages it over time and stops the victim's health regeneration process. Special upgrades can increase the effectiveness of biotic detonations, increase damage towards Warp targets, or weaken armored targets.

Tech Powers

Combat Drone - Spawns a synthetic combat drone that move towards nearby enemies, distracting them while dealing weak damage with electrical pulses. Disappears after its shields are destroyed or when the user is no longer in combat. Special upgrades can force the drone to explode when destroyed (causing damage to nearby units), cause the drone's electrical pulses to stun enemies, chain the drone's electrical pulses to multiple enemies, or give the drone the ability to fire long-range rockets.

Cryo Blast - Fires a high-explosive blast of ice that snap-freezes nearby unprotected enemies (restricting health regeneration and allowing them to be shattered easily) or chill nearby protected enemies (slowing their movement while weakening their armor). Special upgrades can increase the damage done to both frozen and chilled units.

Defense Drone - Deploys a small synthetic combat drone that stays close to the user, electrocuting nearby enemies. Disappears after a certain time duration or when the user is no longer in combat. Special upgrades can chain the drone's electrical pulses to multiple enemies or give the drone's electrical pulses the chance to knock down enemies.

Defense Matrix - Reinforces armor that increases damage resistance (in similar vein to Blade Armor, Fortification, Barrier, and Tech Armor) at the cost of slower recharge speed for all powers. Activating it again disperses the armor reinforcement while restoring shields. Special upgrades can increase the damage of all tech powers while Defense Matrix is active or improve the user's shield recharge rate while Defense Matrix is active.

Decoy - Deploys a nearby holographic copy of the user, mimicking the user's movement while remaining still and distracting enemies. Disappears after either a certain time duration or its shields are destroyed. Special upgrades can cause the decoy to electrocute nearby enemies or force the decoy to explode when its destroyed (causing damage to nearby units).

Electric Slash (Multiplayer only)

Energy Drain - Fires an energy pulse that steals shield, barrier, and synthetic power, restoring the user's shields (while damaging the enemy in the process). Special upgrades can grant the user an additional temporary armor bonus after the energy drain is in effect.

Hunter Mode (Multiplayer only) - Redirects the user's shields (reducing the capacity to half) to offensive systems, including the ability to see through smoke, increased movement speed, increased weapon damage, increased melee damage, increased power damage, and increased weapon accuracy. Special upgrades can increase the recharge speed of all other powers while Hunter Mode is active or increase weapon firing rate while Hunter Mode is active.

Incinerate - Fires a high-explosive blast of plasma that deals heavy damage to armor and health while giving the target a burning after-effect, slowing damaging the opponent over time while stopping health regeneration and making certain enemies panic. Special upgrades can further increase damage towards chilled and frozen opponents.

Proximity Mine - Throws a proximity mine (which, unlike grenades, do not use ammo) that detonates when an enemy steps within range of it (or when shot at), causing a medium-damage, low-radius explosion. Special upgrades can cause enemies caught in the explosion to either have a temporary movement penalty or temporarily take more damage from all sources.

Sabotage - Fires a yellow electrical blast that either causes enemy weapons to overheat, leaving the wielders temporarily disarmed and damaged, or hacks synthetic lifeforms and turrets, allowing them to temporarily attack other enemy units. Special upgrades can force hacked synthetics to explode when destroyed (causing damage to nearby units), increase the movement speed and damage of hacked synthetics, or weaken overheated targets to tech power damage.

Sentry Turret - Deploys a static sentry turret like a grenade, distracting nearby enemies while dealing damage with its gun barrels. Disappears after its shields are destroyed or when the user is no longer in combat. Special upgrades can cause the turret's weapon to stun enemies, give the turret's weapon a special ammo type (either cryo ammo to freeze enemies or armor-piercing ammo to increase damage against armor), give the turret the ability to fire long-range rockets, or equip the turret with a close-range flamethrower.

Snap Freeze (Multiplayer only)

Submission Net (Multiplayer only) - Fires an electric net that entangles enemies, dealing damage while temporarily incapacitating unarmored targets. Special upgrades can increase damage to shields and barriers or can deal electric damage to enemies close to the affected target.

Supply Pylon (Multiplayer only)

Tactical Cloak - Allows the user to become invisible for a limited amount of time (or until the user either fires his/her weapon or uses another power). Special upgrades can increase the melee damage of cloaked users, increase sniper rifle damage of cloaked users, or allow the user to activate another power and still remain cloaked.

Tactical Scan (Multiplayer only)

Tech Armor - Deploys a special armor interface for the user that increases damage resistance (in similar vein to Blade Armor, Fortification, Barrier, and Defense Matrix) at the cost of slower recharge speed for all powers. Activating it again causes the armor to disperse in an explosive energy pulse, damaging nearby units. Special upgrades can increase the damage of either melee or other powers while the Tech Armor is active.

Ammo and Grenade Types

Primarily used by Combat classes, players can activate special ammo type powers that changes the properties of all shots fired (usually causing a damage increase against certain defenses). There are no penalties for using these ammo types (though switching between ammo types causes a recharge delay).

Special upgrades for all ammo types include a squad bonus (in which squadmates who currently do not equip an ammo type are granted the same ammo type at 50% effectiveness, increased ammo capacity (while the ammo type is in effect), and increased headshot damage (also while the ammo type is in effect).

Grenades make a return from the original Mass Effect, this time as active power types with finite capacity (that can be found around the battlefield). Unlike the original game, in which all grenades are generic sticky grenades that are thrown like a discus, grenades behave more like traditional modern grenades with special properties.

All grenades do not have any recharge times and can be used at any time. Special upgrades for all grenade types include increasing the grenade capacity, increasing the grenade's damage, and increasing the grenade's impact radius.

Cluster Grenade - Low-damage, medium-radius cluster of biotic explosives that sends enemies flying with great force. Special upgrades can increase the amount of explosives in a single cluster or increase damage to already-lifted targets.

Inferno Grenade - Medium-radius explosives that does no impact damage, but temporary damages enemies with incendiary shrapnel. Special upgrades can increase damage to armor or increase the amount of shrapnel.

Lift Grenade - Low-damage (high-damage in Multiplayer), medium-radius biotic explosives that can make weak enemies float helplessly in the air for a short time. Special upgrades can increase the lift's duration or slam floating targets to the ground as the lift wears off, temporarily stunning them further.

Sticky Grenade - High-damage, low-radius explosives that sticks to surfaces and enemies. Special upgrades can increase damage to armor or give the grenade proximity mine properties (in which it can delay its explosion until either 15 seconds elapses or an enemy approaches it).

Arc Grenade (Multiplayer only) - Low-damage, very high-radius explosives that stuns and electrocutes enemies with an electromagnetic pulse. Special upgrades can add continuous damage, increase damage to armor, or increase damage to shields and barriers.

Homing Grenade (Multiplayer only) - High-damage, low-radius explosives that track down the nearest enemy, exploding on impact. Special upgrades can add fire damage to the explosion, increase damage to armor, reduce the weapon effectiveness of armored targets, and cause the grenade to split into two, homing into two separate targets for 60% damage each.

Multi-Frag Grenade (Multiplayer only) - Low-damage, medium-radius cluster of explosives that detonates immediately after hitting an enemy. Special upgrades can increase the amount of explosives in a single cluster.

In the predecessor games, the player's class determines what guns they are able to use. While this still holds true to single-player squadmates, Commander Shepard (as well as multiplayer characters) can hold, at most, one of each category of weapon (no matter which class or experience level he/she is). However, weapons now have a Weight attribute. Players carrying a heavy payload of weapons have a penalty to the recharge time of the player's active powers (up to double the standard recharge time). Conversely, players carrying a light weapon load have a recharge time bonus to their active powers (up to half the standard recharge time).

In single-player, weapons (other than the starting weapons) and weapon modifications must be bought or collected throughout the game. In multiplayer, however, they can only be found in Reinforcement Packs (in which certain weapons and mods can only be found in more expensive packs).

NOTE: In the list of weapons, Common/Uncommon/Rare/Ultra-Rare designate each weapon's multiplayer rarities.

M-98 Widow (Rare) - An Alliance redesign of a Geth bolt-action sniper rifle, the M-98 Widow is a heavy sniper rifle that sacrifices ammo capacity and rate of fire for higher damage and the ability to shoot through thin cover.

Krysae Sniper Rifle (Rare) - Available in single-player after purchasing the Firefight Pack DLC, and unlockable in multiplayer after downloading the Rebellion Pack DLC.

Black Widow (Ultra-Rare) - An upgraded version of the M-98 Widow, dealing slightly less damage while increasing the rate of fire, turning it into a semi-automatic rifle.

Javelin (Ultra-Rare) - A special Geth bolt-action sniper rifle that is similar to the M-98 Widow, but sacrifices some damage for the ability to spot targets both cloaked and through smoke screens.

N7 Valiant (Ultra-Rare) - Available in single-player by playing the Collector's Edition and unlockable in multiplayer via Commendation Pack rewards, the N7 Valiant is a semi-automatic sniper rifle (with the N7 insignia and color scheme) that deals more damage than the M-97 Viper but has lower rate-of-fire and ammo capacity.

M-90 Indra (Ultra-Rare) - Available in single-player as a PC-exclusive promotional giveaway by Alienware (which also can be unlocked by purchasing the Firefight Pack DLC) and unlockable in multiplayer sometime after April 2012, the M-90 Indra is the game's only fully-automatic sniper rifle.

Cerberus Harrier (Rare) - Available in single-player after purchasing the Firefight Pack DLC, and unlockable in multiplayer after downloading the Rebellion Pack DLC.

M-55 Argus (Rare) - Available in single-player as a pre-order bonus (which can also be unlocked by playing the Leviathan DLC) and unlockable in multiplayer after September 21, 2012, the M-55 Argus is a heavy rifle that fires inaccurate (but powerful) three-round bursts.

M-99 Saber (Ultra-Rare) - A very powerful semi-automatic rifle (despite being slower to fire, more difficult to maintain, and heavier than the M-96 Mattock).

Collector Assault Rifle - Available only in multiplayer as a pre-order bonus for certain merchandise and the Retaliation DLC, the Collector Assault Rifle is a fully-automatic assault rifle sacrificing weight (due to the organic components built on top of it) for accuracy.

N7 Valkyrie - Available only in single-player as a pre-order bonus, the N7 Valkyrie is a assault rifle (with the N7 insignia and color scheme) that fires accurate two-round bursts.

Chakram Launcher - Available only in single-player by watching the video at the end of the demo for Kingdoms of Amalur: Reckoning in its entirety or playing the Omega DLC, the Chakram Launcher is a semi-automatic rifle that can be charged for higher damage.

Particle Rifle - Available only in single-player after completing the "From Ashes" DLC, the Particle Rifle is a low-damage fully-automatic Prothean assault rifle that trades the "thermal cooling" ammunition for the original Mass Effect's cooldown system.

Adas Anti-Synthetic Rifle - Available only in single-player after purchasing the Firefight Pack DLC.

Weapon Modifications

Magazine Upgrade (Common) - Increases the amount of shots that can be fired with the weapon before reloading.

Piercing Mod (Uncommon) - Increases the penetrating power of the shots fired with the weapon, allowing the weapon to fire through thin cover.

Omni-Blade (Rare) - Available in single-player after playing the Leviathan DLC, and unlockable in multiplayer after downloading the Earth DLC. Adds an omni-bayonet on the weapon, increasing the weapon's melee damage.

Submachine Guns

Geth Plasma SMG (Rare) - Available in single-player after purchasing the Firefight Pack DLC, and unlockable in multiplayer after downloading the Resurgence Pack DLC.

N7 Hurricane (Ultra-Rare) - Available in single-player by playing the Collector's Edition and unlockable in multiplayer via Commendation Pack rewards, the N7 Hurricane has the highest rate of fire of all SMGs.

Blood Pack Punisher (Singleplayer Only) - Available only in single-player after purchasing the Firefight Pack DLC.

Weapon Modifications

Heat Sink (Common) - Some shots fired by this weapon do not take up any of the thermal clip.

Magazine Upgrade (Common) - Increases the amount of shots that can be fired with the weapon before reloading.

High-Velocity Barrel (Rare) - Available in single-player after playing the Leviathan DLC, and unlockable in multiplayer after downloading the Earth DLC. Increases the penetrating power of the shots fired with the weapon, allowing the weapon to fire through thin cover. Cannot be equipped alongside High Caliber Barrel.

Recoil System (Rare) - Available in single-player after playing the Leviathan DLC, and unlockable in multiplayer after downloading the Earth DLC. Reduces the weapon's kickback effect. Cannot be equipped alongside Ultralight Materials.

N7 Crusader (Ultra-Rare) - Available in single-player by playing the Collector's Edition and unlockable in multiplayer via Commendation Pack rewards, the N7 Crusader fires a single high-precision slug (instead of a spray of pellets) that is capable of shooting through thin materials.

AT-12 Raider - Available only in single-player as a PC-exclusive pre-order bonus for Origin (which can also be unlocked for any platform by playing the Leviathan DLC).

N7 Eagle (Ultra-Rare) - Available in single-player by playing the Collector's Edition and unlockable in multiplayer via Commendation Pack rewards, the N7 Eagle is a fully-automatic heavy pistol (with the N7 insignia and color scheme).

Piercing Mod (Uncommon) - Increases the penetrating power of the shots fired with the weapon, allowing the weapon to fire through thin cover.

Cranial Trauma System (Rare) - Available in single-player after playing the Leviathan DLC, and unlockable in multiplayer after downloading the Earth DLC. Increases the weapon's damage on headshots.

Ultralight Materials (Rare) - Available in single-player after playing the Leviathan DLC, and unlockable in multiplayer after downloading the Earth DLC. Reduces the weapon's weight.

Heavy Weapons

Heavy weapons make a return in Mass Effect 3. However, they are no longer equipped at the armory or stored in the player's inventory. Instead, they can be picked up in certain single-player missions and are thrown away after either switching to another weapon (in which it can be picked up again later) or using up all of its ammo. Despite this, these weapons are extremely powerful (and sometimes necessary).

In multiplayer, each player has access to the Cobra Missile Launcher in their inventory, which fires an accurate missile that destroys all enemies in a large radius. Missile supply is very limited, as players can only carry two (or more, if players find special upgrades in booster packs) per match and can only find them in Reinforcement Packs.

Cooperative Multiplayer

Four of the playable races in the Galaxy At War mode.

Mass Effect 3 features a four-player cooperative multiplayer mode that directly integrates with the single-player campaign. As an elite squad of N7 operatives, players infiltrate key positions in the galaxy and hold out against waves of either Cerberus, Geth, Reaper, or Collector (as of October 9, 2012) forces. Along the way, they must perform certain objectives, such as eliminating key enemy personnel and hacking enemy equipment.

Players earn currency which allows them to buy special "Reinforcement Packs", containing special cards that unlock character slots, armor customization options, equipment, item slots, weapons, and weapon modifications. By leveling up their character classes, as well as obtaining high-level equipment, squads have a better chance of finishing high-difficulty missions.

All versions require an Origin account to access this mode. Prior to May 30, 2013, the 360 and PS3 versions of the mode required the activation of an "online pass" DLC (included in new copies of the game or sold for $10 on official storefronts).

Gameplay

The goal in each multiplayer mission is to team up with up to three allies and exterminate ten waves of enemies (which gradually get more difficult with the addition of tougher enemies) while achieving special objectives. These objectives activate every third, sixth, and tenth wave and consist of one of the following (at random):

Within five minutes, players must hack four randomly-placed beacons in a particular order. They do this by directly interacting with each device (a slow process that makes the hacker defenseless) until the hacker's progress meter fills up completely. If the hack process is stopped abruptly, the progress meter is reset. While multiple players can hack the same device at the same time, it does not speed up the process in any way. (Though it can be used to counter griefing, as people can pretend to hack the device only to stop at the last second)

Within five minutes, players must upload data from a randomly-placed terminal by activating it and then standing near it for a certain amount of time. When more players stand near the terminal, the upload process becomes faster.

Within a short amount of time, players must eliminate five specific enemies in a particular order. Successfully eliminating the enemy adds time to the countdown timer.

Within a short amount of time, players must retrieve two high priority packages and transport them to a designated extraction zone. Players carrying the packages cannot sprint, evade, or use certain powers. Added in the Rebellion Pack DLC.

Within a short amount of time, players must activate and escort a Combat Drone to a designated extraction zone. When more players stand near the drone, its speed increases. The drone occasionally replenishes nearby player shields and attacks nearby enemies with missiles or electric shocks. Added in the Earth DLC.

If the team fails the objective by letting the countdown timer hit zero, the mission fails and the game is over immediately. Succeeding each objective grants both bonus experience and Credits. After the tenth wave, the team have two minutes to retreat to the evacuation zone and defend their position against never-ending swarms of enemies.

Classes

Players can create one customizable character for each character slot (based on the classes below). From the start, players are limited to the two human slots for all classes, each with minimal armor customization. Players can unlock new character slots (per race per class) and cosmetic customization options (for each character slot) by unlocking special character cards inside Reinforcement Packs (determined by rarity). Unlocking character cards also grant bonus experience points for the entire class.

Along with a unique assortment of active powers, each race also has their own amount of base health and base shield strength, evasion maneuver (with some races unable to evade at all), class restrictions, and melee attacks. Some races have their own unique ability (such as Rage for krogans, which gives them into a temporary buff after consecutive melee kills).

Battlefield 3 Soldier - Non-customizable Human (male) class based on the "Soldier of Fire" from the Battlefield 3 promotions. Unlocked automatically (formerly by signing in to Mass Effect 3 with an Origin account linked to a Battlefield 3 Online Pass). Not available in the PS3 or Wii U versions. Active Powers: Adrenaline Rush, Carnage, Frag Grenade.

The experience point system is tied to the classes themselves (rather than each individual character), starting at level 1 (with one skill point automatically assigned to the first active power) and ending at level 20. After reaching level 20 with a single class, players can promote that class, resetting the level back down to 1 while granting bonuses for the Galaxy At War system and the N7 ranking. (Unlocked races and armor customization options are still kept)

Equipment

In multiplayer mode, equipment are single-use items found inside most Reinforcement Packs that are split into three categories:

Bonuses - Special single-use armor and weapon modifications that can be assigned to the individual player prior to starting the match. Players can assign one bonus at a time in each category: Ammo (which grants one of the five ammo type powers to all of the player's weapons), Weapon (which grants a damage bonus for one weapon type), and Armor (which grants a bonus to either shield, movement speed, power damage, or power recharge speed). Each bonus comes in three levels of strength (increasing their effectiveness), with level 1 bonuses appearing in Common-oriented booster packs and level 3 bonuses appearing in Rare-oriented booster packs. Once the player downloads the Resurgence Pack DLC, he/she can find a new Weapon Bonus (which grants a damage bonus for melee attacks) and new Armor Bonuses (which grants a bonus to either power duration, shield recharge speed, weapon stability, or headshot damage).

Supplies - Special in-game inventory items that can be activated in-game to quell desperate situations. Consists of the Cobra Missile Launcher (in which the player switches to a powerful one-shot missile launcher that can destroy all enemies in a large radius), Thermal Clip Pack (automatically refilling the player's thermal clips and grenade supply), Ops Survival Pack (automatically refilling the player's health and shields), and Medi-Gel (automatically reviving the player if he/she is incapacitated). Players can carry up to two (more if he/she finds a Supply Upgrade) of each supply.

Supply Upgrades - Rare cards that automatically adds one to the capacity of a random supply, allowing the player to use more of that supply in one match.

In addition, players can rarely find a "Reset Powers" card which they can use to reset the power distribution of one character slot (retaining all of the class's experience points). Players can carry a maximum of three "Reset Powers" options at one time.

Reinforcement Packs

Players earn currency (known as Credits) in-game (by successfully completing special objectives) which allows them to buy special Reinforcement Packs, containing special cards that unlock character slots, equipment, item slots, weapons, and weapon modifications. For most packs, players can also use real currency instead.

Weekend Operations

Between March 16, 2012 and March 10, 2013, Bioware did weekly community events known as "N7 Bounty Weekends". For every weekend, players participates in challenges (such as dealing a certain amount of damage with a weapon) to earn a bonus "Commendation Pack" (earning them a special N7 weapon).

Prior to October 21, 2012, these events had a community requirement (such as killing one million of a certain enemy, overall) that must be fulfilled to earn a "Victory Pack". Three of these events resulted in failure, causing a penalty in their following weekend event (such as Operation BROADSIDE, which extended the extraction time by 30 seconds).

Reckoner Knight Armor - Special non-customizable armor (which boosts helath, shields, weapon damage, and melee damage) for Shepard in Mass Effect 3 that can be unlocked by linking to an Origin account that has played the Kingdoms of Amalur: Reckoning demo.

Chakram Launcher - A chargeable semi-automatic rifle for Mass Effect 3 (single-player campaign only) that can be unlocked by linking to an Origin account that has watched the end video, shown at the end of the Kingdom of Amalur: Reckoning demo, in its entirety.

Omniblade Daggers - Daggers resembling the omni-tool blades for Kingdoms of Amalur: Reckoning that can be unlocked by linking to an Origin account that has played the Mass Effect 3 demo.

To promote both Mass Effect 3 and Battlefield 3, a modern military first-person shooter published by Electronic Arts, both games have exclusive content cross-promoting each-other:

Battlefield 3 Soldier - A multiplayer character slot for the Soldier class featuring a non-customizable armor based on the "Soldier of Fire" promotional image for Battlefield 3 that can be unlocked in Mass Effect 3 by linking to an Origin account that is tied to a Battlefield 3 Online Pass. Can now be unlocked after a balance change, by buying packs with either in game credits, or real money.

Early Demo Multiplayer Access - By linking to an Origin account that is tied to a Battlefield 3 Online Pass, players who downloaded the Mass Effect 3 demo before a certain date got early access to its multiplayer component.

Collector's Edition

The Collector's Edition comes, much like the previous editions, in a tin case with unique box art. This year the tin case will have male Commander Shepard printed on one side, while the female counterpart will be printed on the other.

Features :

Collector's Edition

70-page hardbound art book featuring hundreds of unique and gorgeous illustrations from the BioWare development team.

Limited edition Mass Effect comic by Dark Horse Comics.

Premium fabric N7 patch.

4x6 lithographic print.

Digital soundtrack.

A collection of forum and social badges, avatars, and perks.

Normandy prop for the Xbox LIVE Avatar. (Available on Xbox 360 version only.)

From Ashes - An additional downloadable pack. Contains a new mission, outfits for all squad members, new weapon and squad member.

Plot

[Plot contained in this section is limited to main plot points that all players must experience.]

It all begins on Earth.

Mass Effect 3 begins on earth with Shepard being grounded. He reunites with Captain Anderson and Ashley or Kaidan, and he also meets his new squad member - James Vega. It isn't long before the Reapers are sighted and they begin attacking earth. Escaping the chaos, Shepard parts ways with Anderson, who stays to fight on Earth, and seeks to unite the races to defeat the Reapers and take Earth back.

On the Normandy, Shepard is contacted by Admiral Hackett and is told to investigate an alliance facility on Mars which has been used for research on stopping the Reapers. Shepard realizes that Cerberus is involved and is attacking the research facility. Plans to build a weapon of unknown power, called the Crucible, are found at the facility, and most of the information is salvaged. Shepard also rescues an old friend/party member Liara T'soni, and finds that the Illusive Man still wishes to control the Reapers. He warns Shepard not to interfere with his plans. Shepard then travels to the Citadel to request aid for earth from the council. The council denies any aid due to Reaper forces invading their own systems, and requests that Shepard must first help them all while the Crucible is being worked on.

[At this point, Shepard undertakes various missions to gain support from the different races in the galaxy.]

The Turian planet of Palaven is under attack, and Shepard is asked to go and retrieve a Turian primarch on the neighboring moon. It is here that he/she can meet up with Garrus if he survived Mass Effect 2. After meeting General Corinthus, Shepard learns that Primarch Fedorian is dead, but his successor is still alive - Primarch Victus. After rescuing Primarch Victus, he tells Shepard that in order to help repel the Reaper forces on Palaven and gain more support for Earth, the Krogan have to join the Turian's fight on their planet.

Characters certainly make a return from previous games, but only if they've survived up until this point.

Shepard can then decide to gain the aid of the Krogan and retrieve a female Krogan from Sur'Kesh. The female Krogan is said to be able to help Wrex (or his brother) end the genophage, and he will not direct Krogan reinforcements to Palaven until it happens. On Sur'Kesh, Shepard finds Mordin, rescues the female, and tasks Mordin with finding a way to end the Genophage on Tuchanka. On Tuchanka, Shepard and Wrex (or his brother) can end the genophage and destroy their first Reaper by baiting a large Thresher Maw into fighting it. Unfortunately, Mordin dies during the Genophage process no matter which actions are taken.

After Shepard gains the trust of the Turians and Krogans, he/she makes a return to the Citadel to meet with the Salarian counselor, but Cerberus attacks the Citadel with help from Udina. The coup was led by a new Cerberus adversary named Kai Leng, and its purpose is to eliminate the remaining council members and take control of the Citadel. Shepard ruins Udina and Cerberus' plans and saves the Citadel.

With the Citadel saved, Shepard is tasked with reaching out to the Quarians for aid as well. It is learned that a Geth Dreadnought ship was found transmitting a Reaper signal while the Quarians mounted a full-scale assault to take back their homeworld. If she survived, Tali is reintroduced and accompanies Shepard on his mission to remove Reaper involvement with the Geth by disabling the signal. Shepard is successful in disabling the signal, finds Legion, and the Quarians destroy the Geth Dreadnought. Shepard then travels to Rannoch, the Quarian homeworld, and disables the Reaper stationed there.

[Shepard's mission to gain support ends here.]

Around this time, the Crucible is nearing completion, but it is missing a vital component only referred to as the 'Catalyst'. The Asari councilor informs Shepard that information regarding the Catalyst is contained in a Prothean artifact located on Thessia. The last mission to gain council aid involves the Asari homeworld of Thessia. While Shepard does not manage to help save Thessia from Reaper attacks, he finds that the Crucible needs a Catalyst in order to successfully destroy the Reapers. Just before acquiring the information, Kai Leng and Cerberus attack and steal the information from Shepard. Admiral Hackett and Shepard launch an attack on the Cerberus and the Illusive Man's headquarters, and find that the Catalyst was in front of them all along - The Citadel.

Cerberus is at it again.

Unforunately, the Reapers found out that knowledge of the Catalyst was discovered, and the Citadel was closed and moved beside Earth in order to prevent the Crucible from being used. It's at this point that Shepard combines all united forces and coordinates an attack to retake the Citadel and combine it with the Crucible to destroy the Reapers. Due to the closure of the Citadel, the allied forces find that they must reopen it by using a beam being ejected to earth from the Citadel.

At this point, Shepard and Hammer team make a final assault toward the beam, but the majority of the squad is wiped out when Harbinger intervenes and Shepard is hit by a blast. Staggering, Shepard manages to reach the beam, and finds that Anderson had done so as well. When they find a control panel, they are interrupted by the Illusive Man who's still bent on finding ways to control the Reapers and stop Shepard from destroying them. Eventually, the Illusive Man is defeated, but Anderson dies and Shepard loses consciousness just before being informed that the Crucible did not fire.

Shepard awakens and is greeted by an artificial intelligence who refers to himself as the Catalyst. The Catalyst informs Shepard that he is the entity controlling the Reapers, and that their purpose is to preserve organic life by exterminating the most advanced forms of life at the end of every cycle. He explains that it is necessary as organic life is always opposed by the synthetic life that they create and are doomed to be destroyed by their own creations.

The Catalyst also explains that life is not wasted, but merely harvested and used to create more reapers and less capable, primitive organic lifeforms are spared for the start of the new cycle. The Catalyst then admits that since Shepard proved that the cycle could not continue as it has by building the Crucible, a new plan has to be made. He offers Shepard one of three choices: Destroy the Reapers as well as all Synthetic life, Control the Reapers, or create a Synergy between organics and synthetics. The synergy would create a new form of life, new DNA, that is based on Shepard's current form - being both synthetic and organic. Each choice is color-coded with the colors: red, blue and green (respectively).

Regardless of choice, the mass relays are all destroyed, the Reapers leave Earth, and the Normandy crash-lands on an alien planet. Depending on Effective Military Strength (EMS), Earth can be destroyed, heavily damaged, or saved and some of the Normandy crew can be seen exiting the Normandy after it crash lands. If the 'destroy' ending is chosen, and the EMS is high enough, it's revealed that Shepard survived.

A post-credits sequence shows a man (stargazer) and a child looking up at the stars. The child asks if the story was really true, and the man confirms it but tells the child that some of the details may have been lost in time. He also states that it all happened a long time ago. The child inquires about going and seeing the stars for himself, and the man describes the galaxy as a billion stars, containing many worlds, and are all inhabited by different races and cultures. The child then asks the man to tell him another story about 'the Shepard'.

DLC Packs

From Ashes

At Eden Prime, Shepard, Liara and another squadmate found the last Prothean. Javik is a new squadmate when buying this dlc. It is avalible through the Collector's Edition or online.

Extended Cut

The ending of Mass Effect 3 was harshly received by a vocal segment of the game's fanbase. Common complaints regarding the ending reference a sudden, sharp decline in the level of narrative coherence, the introduction of the Catalyst as a character in the hologram form of the little boy whose death haunts Shepard over the course of the game, and an almost complete lack of player agency. The ending also does not take into account many of the choices that players made over the course of the trilogy; rather, it forces the player to choose between one of three possible solutions to the Reaper threat (Destroy, Control, Synthesis), the availability of which are dependent on the player's Galactic Readiness rating.

Bioware addressed the criticism by announcing that they would produce a downloadable update entitled "Mass Effect 3: Extended Cut." Released on June 26, 2012, the free update adds material to all three endings in order to clarify at least some of the confusion and ambiguity. The player is also given new dialogue options during the meeting with the Catalyst to learn more about its motivations and history. The Extended Cut also offers a new, fourth ending, in which, at the player's choice, Commander Shepard can reject the Catalyst and the use of the Crucible. There is otherwise no new playable content included in the update, as the adjustments to the endings are all cinematic in nature.

Leviathan

Shepard was greeted by Dr. Garret Bryson to find legends and rumors about the Reapers. Shepard was told that a Reaper-killer is on the loose. Shepard found the trackings of the Leviathan on 2181 Desponia. Shepard talked with the Leviathan and learned that the Reapers were copies of the Leviathans. The Leviathans agreed to help Shepard but only for their race. Released in August 28, 2012.

Omega

At the Citadel, Aria was saying that Omega was stolen by Oleg Petrovsky. Shepard goes to Omega and met a Talon named Nyreen Kandros. Released in November 2012.

Citadel

At the Citadel, Shepard needed a long deserved break with old squadmates. It was interupted that a gang led by a Shepard clone wanted the real Shepard dead. Released in March 5, 2013.

Xbox 360 Game Installation

The installation greatly decreases loading times, and requires a total of 14.6 GB between two discs.

Disc one requires 7.6 GB, and disc two requires 7.0 GB. Disc swaps are still required even after installation for verification purposes.